phaser/docs/ScaleManager.js.html
2014-11-15 20:01:46 +00:00

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<div class="span12">
<div id="main">
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/ScaleManager.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The ScaleManager object is responsible managing the scaling, resizing and alignment of the game and display canvas.
*
* The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. `800` (for 800 pixels) or `"80%"` for 80%.
*
* Some parts of ScaleManager were inspired by the research of Ryan Van Etten, released under MIT License 2013.
*
* @class Phaser.ScaleManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number|string} width - The width of the game. See above.
* @param {number|string} height - The height of the game. See above.
*/
Phaser.ScaleManager = function (game, width, height) {
/**
* A reference to the currently running game.
* @property {Phaser.Game} game
* @protected
* @readonly
*/
this.game = game;
/**
* _EXPERIMENTAL:_ A responsive grid on which you can align game objects.
* @property {Phaser.FlexGrid} grid
* @public
*/
this.grid = null;
/**
* Target width (in pixels) of the Game canvas.
* @property {number} width
* @readonly
*/
this.width = 0;
/**
* Target height (in pixels) of the Game canvas.
* @property {number} height
* @readonly
*/
this.height = 0;
/**
* Minimum width the canvas should be scaled to (in pixels).
* Change with `setMinMax`.
* @property {number} minWidth
* @readonly
*/
this.minWidth = null;
/**
* Maximum width the canvas should be scaled to (in pixels).
* If null it will scale to whatever width the browser can handle.
* Change with `setMinMax`.
* @property {number} maxWidth
* @readonly
*/
this.maxWidth = null;
/**
* Minimum height the canvas should be scaled to (in pixels).
* Change with `setMinMax`.
* @property {number} minHeight
* @readonly
*/
this.minHeight = null;
/**
* Maximum height the canvas should be scaled to (in pixels).
* If null it will scale to whatever height the browser can handle.
* Change with `setMinMax`.
* @property {number} maxHeight
* @readonly
*/
this.maxHeight = null;
/**
* The offset coordinates of the Game canvas from the top-left of the browser window.
* The is used internally by Phaser.Pointer (for Input) and possibly other types.
* @property {Phaser.Point} offset
* @readonly
* @protected
*/
this.offset = new Phaser.Point();
/**
* If true, the game should only run in a landscape orientation.
* Change with `forceOrientation`.
* @property {boolean} forceLandscape
* @readonly
* @default
* @protected
*/
this.forceLandscape = false;
/**
* If true, the game should only run in a portrait
* Change with `forceOrientation`.
* @property {boolean} forcePortrait
* @readonly
* @default
* @protected
*/
this.forcePortrait = false;
/**
* True if the `forceLandscape` or `forcePortrait` are set and do not agree with the browser orientation.
* @property {boolean} incorrectOrientation
* @readonly
* @protected
*/
this.incorrectOrientation = false;
/**
* See `pageAlignHorizontally`.
* @property {boolean} _pageAlignHorizontally
* @private
*/
this._pageAlignHorizontally = false;
/**
* See `pageAlignVertically`.
* @property {boolean} _pageAlignVertically
* @private
*/
this._pageAlignVertically = false;
/**
* The maximum number of times a canvas will be resized (in a row) in order to fill the browser.
* @property {number} maxIterations
* @default
* @deprecated 2.2.0 - This is not used anymore as reflow iterations are "automatic".
* @protected
*/
this.maxIterations = 5;
/**
* This signal is dispatched when the browser enters landscape orientation, having been in portrait.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} enterLandscape
* @public
*/
this.enterLandscape = new Phaser.Signal();
/**
* This signal is dispatched when the browser enters portrait orientation, having been in landscape.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} enterPortrait
* @public
*/
this.enterPortrait = new Phaser.Signal();
/**
* This signal is dispatched when the browser enters an incorrect orientation, as defined by `forceOrientation`.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} enterIncorrectOrientation
* @public
*/
this.enterIncorrectOrientation = new Phaser.Signal();
/**
* This signal is dispatched when the browser leaves an incorrect orientation, as defined by `forceOrientation`.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} leaveIncorrectOrientation -
* @public
*/
this.leaveIncorrectOrientation = new Phaser.Signal();
/**
* This is the DOM element on which the Full Screen API will be invoked.
* It can be any valid DOM element - the target element must have the correct CSS styling and should contain the game canvas.
*
* This element's style will be modified (ie. the width and height might be set to 100%)
* but it will not be added to, removed from, or repositioned within the DOM.
* An attempt is made to restore relevant style changes when fullscreen mode is left.
*
* For pre 2.2.0 behavior set `game.scale.fullScreenTarget = game.canvas`.
*
* @property {DOMElement|null} fullScreenTarget
* @default
* @deprecated 2.2.0 - See `createFullScreenTarget` as an alternative.
*/
this.fullScreenTarget = null;
/**
* The `createFullScreenTarget` function creates a fullscreen target when `fullScreenTarget` is not set.
*
* The Game canvas is moved onto the created element for the duration of the fullscreen mode
* and restored to it's original DOM location when fullscreen is exited.
*
* The returned element (which should probably be newly created) is moved/reparanted within
* the DOM and may have its CSS styles updated. Assign an element to `fullScreenTarget` to avoid
* this DOM manipulation and revert to earlier behavior.
*
* The default implementation is to create a new element with a black background.
*
* @property {function} createFullScreenTarget
* @protected
*/
this.createFullScreenTarget = function () {
var fsTarget = document.createElement('div');
fsTarget.style.margin = '0';
fsTarget.style.padding = '0';
fsTarget.style.background = '#000';
return fsTarget;
};
/**
* The fullscreen target, as created by `createFullScreenTarget`.
* This is not set if `fullScreenTarget` is used and is cleared when fullscreen mode ends.
* @property {DOMElement|null} _createdFullScreenTarget
* @private
*/
this._createdFullScreenTarget = null;
/**
* This signal is dispatched when the browser enters fullscreen mode, if supported.
* @property {Phaser.Signal} enterFullScreen
* @public
*/
this.enterFullScreen = new Phaser.Signal();
/**
* This signal is dispatched when the browser leaves fullscreen mode.
* @property {Phaser.Signal} leaveFullScreen
* @public
*/
this.leaveFullScreen = new Phaser.Signal();
/**
* This signal is dispatched when the browser fails to enter fullscreen mode;
* or if the device does not support fullscreen mode and `startFullScreen` is invoked.
* @property {Phaser.Signal} leaveFullScreen
* @public
*/
this.fullScreenFailed = new Phaser.Signal();
/**
* The _last known_ orientation of the screen, as defined in the Window Screen Web API.
* See {@link Phaser.DOM.getScreenOrientation} for possible values.
*
* @property {string} screenOrientation
* @readonly
* @public
*/
this.screenOrientation = Phaser.DOM.getScreenOrientation();
/**
* The _current_ scale factor based on the game dimensions vs. the scaled dimensions.
* @property {Phaser.Point} scaleFactor
* @readonly
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* The _current_ inversed scale factor. The displayed dimensions divided by the game dimensions.
* @property {Phaser.Point} scaleFactorInversed
* @readonly
* @protected
*/
this.scaleFactorInversed = new Phaser.Point(1, 1);
/**
* The game canvas is aligned by adjusting the margins; the last margins are stored here.
* @property {Bounds-like} margin
* @readonly
*/
this.margin = {left: 0, top: 0, right: 0, bottom: 0, x: 0, y: 0};
/**
* The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.
* @property {Phaser.Rectangle} bounds
* @readonly
*/
this.bounds = new Phaser.Rectangle();
/**
* The aspect ratio of the scaled game canvas.
* @property {number} aspectRatio
* @readonly
*/
this.aspectRatio = 0;
/**
* The aspect ratio of the original game dimensions.
* @property {number} sourceAspectRatio
* @readonly
*/
this.sourceAspectRatio = 0;
/**
* The native browser events from Fullscreen API changes.
* @property {any} event
* @readonly
* @private
*/
this.event = null;
/**
* The edges on which to constrain the Canvas _to_ the Window viewport in _addition_ to any restrictions of the parent container.
* @property {boolean} windowConstraints
* @default
*/
this.windowConstraints = {
bottom: true,
right: true
};
/**
* Various compatibility settings. The `(auto)` settings are automatically configured on boot based on device and other runtime information.
* @protected
*
* @property {boolean} [supportsFullscreen=(auto)] - True only if fullscreen support will be used. (Changing to fullscreen still might not work.)
*
* @property {boolean} [orientationFallback=(auto)] - See {@link Phaser.DOM.getScreenOrientation}.
*
* @property {boolean} [noMargins=false] - If true then the Game canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen.
*
* @property {Phaser.Point|null} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh.
*
* @property {boolean} [forceMinimumDocumentHeight=true] - If enabled the document element's minimum height is explicity set on updates.
*
* @property {boolean} [showAllCanExpand=true] - If enabled then SHOW_ALL is allowed to try and expand it's non-window parent. It may be necessary for the parent element to impose CSS width/height restrictions.
*/
this.compatibility = {
supportsFullScreen: false,
orientationFallback: null,
noMargins: false,
scrollTo: null,
forceMinimumDocumentHeight: true,
showAllCanExpand: true
};
/**
* Scale mode to be used when not in fullscreen.
* @property {number} _scaleMode
* @private
*/
this._scaleMode = Phaser.ScaleManager.NO_SCALE;
/*
* Scale mode to be used in fullscreen.
* @property {number} _fullScreenScaleMode
* @private
*/
this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
/**
* If the parent container of the game is the browser window (ie. document.body), rather than a div, this should set to `true`.
* @property {boolean} parentIsWindow
* @readonly
*/
this.parentIsWindow = false;
/**
* The _original_ DOM element for the parent of the game canvas.
* This may be different in fullscreen - see `createFullScreenTarget`.
*
* If the `parentIsWindow` is true then this should likely be `null`.
*
* @property {DOMElement|null} parentNode
* @readonly
*/
this.parentNode = null;
/**
* The scale of the game in relation to its parent container.
* @property {Phaser.Point} parentScaleFactor
* @readonly
*/
this.parentScaleFactor = new Phaser.Point(1, 1);
/**
* The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window).
* Update checks normally happen quicker in response to other events.
* @property {integer} trackParentInterval
* @default
* @protected
*/
this.trackParentInterval = 2000;
/*
* This signal is dispatched when the size of the Game canvas changes _or_ the size of the Game changes.
* When invoked this is done _after_ the Canvas size/position have been updated.
*
* This signal is _only_ called when a change occurs and a reflow may be required.
* For example, if the canvas does not change sizes because of CSS settings (such as min-width)
* then this signal will _not_ be triggered.
*
* Use this to handle responsive game layout options.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} onSizeChange
* @todo Formalize the arguments, if any, supplied to this signal.
*/
this.onSizeChange = new Phaser.Signal();
/**
* The callback that will be called each the parent container resizes.
* @property {function} onResize
* @private
*/
this.onResize = null;
/**
* The context in which the `onResize` callback will be called.
* @property {object} onResizeContext
* @private
*/
this.onResizeContext = null;
/**
* Information saved when fullscreen mode is started.
* @property {object|null} _fullScreenRestore
* @private
*/
this._fullScreenRestore = null;
/**
* The _actual_ game dimensions, as initially set or set by `setGameSize`.
* @property {Phaser.Rectangle} _gameSize
* @private
*/
this._gameSize = new Phaser.Rectangle();
/**
* The user-supplied scale factor, used with the USER_SCALE scaling mode.
* @property {Phaser.Point} _userScaleFactor
* @private
*/
this._userScaleFactor = new Phaser.Point(1, 1);
/**
* The last time the bounds were checked in `preUpdate`.
* @property {number} _lastUpdate
* @private
*/
this._lastUpdate = 0;
/**
* Size checks updates are delayed according to the throttle.
* The throttle increases to `trackParentInterval` over time and is used to more
* rapidly detect changes in certain browsers (eg. IE) while providing back-off safety.
* @property {integer} _updateThrottle
* @private
*/
this._updateThrottle = 0;
/**
* The minimum throttle allowed until it has slowed down sufficiently.
* @property {integer} _updateThrottleReset
* @private
*/
this._updateThrottleReset = 100;
/**
* The cached result of the parent (possibly window) bounds; used to invalidate sizing.
* @property {Phaser.Rectangle} _parentBounds
* @private
*/
this._parentBounds = new Phaser.Rectangle();
/**
* The Canvas size at which the last onSizeChange signal was triggered.
* @property {Phaser.Rectangle} _lastReportedCanvasSize
* @private
*/
this._lastReportedCanvasSize = new Phaser.Rectangle();
/**
* The Game size at which the last onSizeChange signal was triggered.
* @property {Phaser.Rectangle} _lastReportedGameSize
* @private
*/
this._lastReportedGameSize = new Phaser.Rectangle();
if (game.config)
{
this.parseConfig(game.config);
}
this.setupScale(width, height);
};
/**
* The Game display area will be _stretched_ to fill the entire size of the canvas's parent element and/or screen.
* Proportions are not mainted.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.EXACT_FIT = 0;
/**
* The Game display area will not be scaled - even if it is too large for the canvas/screen.
*
* This mode _ignores_ any applied scaling factor and displays the canvas at the Game size.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.NO_SCALE = 1;
/**
* Show the entire game display area while _maintaining_ the original aspect ratio.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.SHOW_ALL = 2;
/**
* The dimensions of the game display area are changed to match the size of the parent container.
* That is, this mode _changes the Game size_ to match the display size.
*
* Any manually set Game size (see `setGameSize`) is ignored while in effect.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.RESIZE = 3;
/**
* _Experimental_: The Game display area is scaled according to a user-speficied scale.
* Use `setUserScale` to change the scale factor.
*
* @constant
* @protected
* @type {integer}
*/
Phaser.ScaleManager.USER_SCALE = 4;
Phaser.ScaleManager.prototype = {
/**
* Start the ScaleManager.
*
* @method Phaser.ScaleManager#boot
* @protected
*/
boot: function () {
// Configure device-dependent compatibility
var compat = this.compatibility;
compat.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS;
// We can't do anything about the status bars in iPads, web apps or desktops
if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)
{
if (this.game.device.android && !this.game.device.chrome)
{
compat.scrollTo = new Phaser.Point(0, 1);
}
else
{
compat.scrollTo = new Phaser.Point(0, 0);
}
}
if (this.game.device.desktop)
{
compat.orientationFallback = 'screen';
}
else
{
compat.orientationFallback = '';
}
// Configure event listeners
var _this = this;
this._orientationChange = function(event) {
return _this.orientationChange(event);
};
this._windowResize = function(event) {
return _this.windowResize(event);
};
// This does not appear to be on the standards track
window.addEventListener('orientationchange', this._orientationChange, false);
window.addEventListener('resize', this._windowResize, false);
if (this.compatibility.supportsFullScreen)
{
this._fullScreenChange = function(event) {
return _this.fullScreenChange(event);
};
this._fullScreenError = function(event) {
return _this.fullScreenError(event);
};
document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);
document.addEventListener('MSFullscreenChange', this._fullScreenChange, false);
document.addEventListener('fullscreenchange', this._fullScreenChange, false);
document.addEventListener('webkitfullscreenerror', this._fullScreenError, false);
document.addEventListener('mozfullscreenerror', this._fullScreenError, false);
document.addEventListener('MSFullscreenError', this._fullScreenError, false);
document.addEventListener('fullscreenerror', this._fullScreenError, false);
}
this.game.onResume.add(this._gameResumed, this);
// Initialize core bounds
Phaser.DOM.getOffset(this.game.canvas, this.offset);
this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
this.setGameSize(this.game.width, this.game.height);
// Don't use updateOrientationState so events are not fired
this.screenOrientation = Phaser.DOM.getScreenOrientation(this.compatibility.orientationFallback);
},
/**
* Load configuration settings.
*
* @method Phaser.ScaleManager#parseConfig
* @protected
* @param {object} config - The game configuration object.
*/
parseConfig: function (config) {
if (config['scaleMode'])
{
this.scaleMode = config['scaleMode'];
}
if (config['fullScreenScaleMode'])
{
this.fullScreenScaleMode = config['fullScreenScaleMode'];
}
if (config['fullScreenTarget'])
{
this.fullScreenTarget = config['fullScreenTarget'];
}
},
/**
* Calculates and sets the game dimensions based on the given width and height.
*
* This should _not_ be called when in fullscreen mode.
*
* @method Phaser.ScaleManager#setupScale
* @protected
* @param {number|string} width - The width of the game.
* @param {number|string} height - The height of the game.
*/
setupScale: function (width, height) {
var target;
var rect = new Phaser.Rectangle();
if (this.game.parent !== '')
{
if (typeof this.game.parent === 'string')
{
// hopefully an element ID
target = document.getElementById(this.game.parent);
}
else if (this.game.parent && this.game.parent.nodeType === 1)
{
// quick test for a HTMLelement
target = this.game.parent;
}
}
// Fallback, covers an invalid ID and a non HTMLelement object
if (!target)
{
// Use the full window
this.parentNode = null;
this.parentIsWindow = true;
rect.width = window.innerWidth;
rect.height = window.innerHeight;
this.offset.set(0, 0);
}
else
{
this.parentNode = target;
this.parentIsWindow = false;
this.getParentBounds(this._parentBounds);
rect.width = this._parentBounds.width;
rect.height = this._parentBounds.height;
this.offset.set(this._parentBounds.x, this._parentBounds.y);
}
var newWidth = 0;
var newHeight = 0;
if (typeof width === 'number')
{
newWidth = width;
}
else
{
// Percentage based
this.parentScaleFactor.x = parseInt(width, 10) / 100;
newWidth = rect.width * this.parentScaleFactor.x;
}
if (typeof height === 'number')
{
newHeight = height;
}
else
{
// Percentage based
this.parentScaleFactor.y = parseInt(height, 10) / 100;
newHeight = rect.height * this.parentScaleFactor.y;
}
this._gameSize.setTo(0, 0, newWidth, newHeight);
this.grid = new Phaser.FlexGrid(this, newWidth, newHeight);
this.updateDimensions(newWidth, newHeight, false);
},
/**
* Invoked when the game is resumed.
* @method Phaser.ScaleManager#gameResumed
* @private
*/
_gameResumed: function ()
{
this.queueUpdate(true);
},
/**
* Set the actual Game size.
* Use this instead of directly changing `game.width` or `game.height`.
*
* The actual physical display (Canvas element size) depends on various settings including
* - Scale mode
* - Scaling factor
* - Size of Canvas's parent element or CSS rules such as min-height/max-height;
* - The size of the Window
*
* @method Phaser.ScaleManager#setGameSize
* @public
* @param {integer} width - _Game width_, in pixels.
* @param {integer} height - _Game height_, in pixels.
*/
setGameSize: function (width, height) {
this._gameSize.setTo(0, 0, width, height);
if (this.currentScaleMode !== Phaser.ScaleManager.RESIZE)
{
this.updateDimensions(width, height, true);
}
this.queueUpdate(true);
},
/**
* _Experimental_: Set a User scaling factor. This is only used in the USER_SCALE scaling mode.
*
* @method Phaser.ScaleManager#setGameSize
* @protected
* @param {number} width - Width scaling factor.
* @param {numer} height - Height scaling factor.
*/
setUserScale: function (width, height) {
this._userScaleFactor.setTo(width, height);
this.queueUpdate(true);
},
/**
* Sets the callback that will be called when the bounds of the Canvas's parent container may have changed.
*
* This callback
* - May be invoked even though the parent container or canvas sizes have not changed
* - Unlike `onSizeChange`, it runs _before_ the canvas is guaranteed to be updated
* - Will be invoked from `preUpdate`, _even when_ the game is paused
*
* See `onSizeChange` for a better way of reacting to layout updates.
*
* @method Phaser.ScaleManager#setResizeCallback
* @public
* @param {function} callback - The callback that will be called each time a window.resize event happens or if set, the parent container resizes.
* @param {object} context - The context in which the callback will be called.
*/
setResizeCallback: function (callback, context) {
this.onResize = callback;
this.onResizeContext = context;
},
/**
* Signals a resize - IF the canvas or game size differs from the last signal.
*
* This also triggers updates on `grid` (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager).
*
* @method Phaser.ScaleMager#signalSizeChange
* @private
*/
signalSizeChange: function () {
if (!Phaser.Rectangle.sameDimensions(this, this._lastReportedCanvasSize) ||
!Phaser.Rectangle.sameDimensions(this.game, this._lastReportedGameSize))
{
var width = this.width;
var height = this.height;
this._lastReportedCanvasSize.setTo(0, 0, width, height);
this._lastReportedGameSize.setTo(0, 0, this.game.width, this.game.height);
this.grid.onResize(width, height);
this.onSizeChange.dispatch(this, width, height);
// Per StateManager#onResizeCallback, it only occurs when in RESIZE mode.
if (this.currentScaleMode === Phaser.ScaleManager.RESIZE)
{
this.game.state.resize(width, height);
this.game.load.resize(width, height);
}
}
},
/**
* Set the min and max dimensions for the game object.
*
* @method Phaser.ScaleManager#setMinMax
* @public
* @param {number} minWidth - The minimum width the game is allowed to scale down to.
* @param {number} minHeight - The minimum height the game is allowed to scale down to.
* @param {number} [maxWidth] - The maximum width the game is allowed to scale up to; only changed if specified.
* @param {number} [maxHeight] - The maximum height the game is allowed to scale up to; only changed if specified.
* @todo These values are only sometimes honored.
*/
setMinMax: function (minWidth, minHeight, maxWidth, maxHeight) {
this.minWidth = minWidth;
this.minHeight = minHeight;
if (typeof maxWidth !== 'undefined')
{
this.maxWidth = maxWidth;
}
if (typeof maxHeight !== 'undefined')
{
this.maxHeight = maxHeight;
}
},
/**
* The ScaleManager.preUpdate is called automatically by the core Game loop.
*
* @method Phaser.ScaleManager#preUpdate
* @protected
*/
preUpdate: function () {
if (this.game.time.time &lt; (this._lastUpdate + this._updateThrottle))
{
return;
}
var prevThrottle = this._updateThrottle;
this._updateThrottleReset = prevThrottle >= 400 ? 0 : 100;
Phaser.DOM.getOffset(this.game.canvas, this.offset);
var prevWidth = this._parentBounds.width;
var prevHeight = this._parentBounds.height;
var bounds = this.getParentBounds(this._parentBounds);
var boundsChanged = bounds.width !== prevWidth || bounds.height !== prevHeight;
// Always invalidate on a newly detected orientation change
var orientationChanged = this.updateOrientationState(false);
if (boundsChanged || orientationChanged)
{
if (this.onResize)
{
this.onResize.call(this.onResizeContext, bounds.width, bounds.height);
}
this.setScreenSize();
this.signalSizeChange();
}
// Next throttle, eg. 25, 50, 100, 200..
var throttle = this._updateThrottle * 2;
// Don't let an update be too eager about resetting the throttle.
if (this._updateThrottle &lt; prevThrottle)
{
throttle = Math.min(prevThrottle, this._updateThrottleReset);
}
this._updateThrottle = Phaser.Math.clamp(throttle, 25, this.trackParentInterval);
this._lastUpdate = this.game.time.time;
},
pauseUpdate: function () {
this.preUpdate();
// Updates at slowest.
this._updateThrottle = this.trackParentInterval;
},
/**
* Update the dimensions taking the parent scaling factor into account.
*
* @method Phaser.ScaleManager#updateDimensions
* @private
* @param {number} width - The new width of the parent container.
* @param {number} height - The new height of the parent container.
* @param {boolean} resize - True if the renderer should be resized, otherwise false to just update the internal vars.
*/
updateDimensions: function (width, height, resize) {
this.width = width * this.parentScaleFactor.x;
this.height = height * this.parentScaleFactor.y;
this.game.width = this.width;
this.game.height = this.height;
this.sourceAspectRatio = this.width / this.height;
this.updateScalingAndBounds();
if (resize)
{
// Resize the renderer (which in turn resizes the Game canvas!)
this.game.renderer.resize(this.width, this.height);
// The Camera can never be smaller than the game size
this.game.camera.setSize(this.width, this.height);
// This should only happen if the world is smaller than the new canvas size
this.game.world.resize(this.width, this.height);
}
},
/**
* Update relevant scaling values based on the ScaleManager dimension and game dimensions,
* which should already be set. This does not change `sourceAspectRatio`.
* @private
*/
updateScalingAndBounds: function () {
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.scaleFactorInversed.x = this.width / this.game.width;
this.scaleFactorInversed.y = this.height / this.game.height;
this.aspectRatio = this.width / this.height;
// This can be invoked in boot pre-canvas
if (this.game.canvas)
{
Phaser.DOM.getOffset(this.game.canvas, this.offset);
}
this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
// Can be invoked in boot pre-input
if (this.game.input && this.game.input.scale)
{
this.game.input.scale.setTo(this.scaleFactor.x, this.scaleFactor.y);
}
},
/**
* Force the game to run in only one orientation.
*
* This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation.
*
* @method Phaser.ScaleManager#forceOrientation
* @public
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
*/
forceOrientation: function (forceLandscape, forcePortrait) {
if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
if (this.updateOrientationState(true))
{
this.queueUpdate(true);
}
},
/**
* Classify the orientation, per `getScreenOrientation`.
* @method Phaser.ScaleManager#classifyOrientation
* @private
* @param {string} orientation - The orientation string, e.g. 'portrait-primary'.
* @return {string|null} The classified orientation: 'portrait', 'landscape`, or null.
*/
classifyOrientation: function (orientation) {
if (orientation === 'portrait-primary' || orientation === 'portrait-secondary')
{
return 'portrait';
}
else if (orientation === 'landscape-primary' || orientation === 'landscape-secondary')
{
return 'landscape';
}
else
{
return null;
}
},
/**
* Updates the current orientation and dispatches orientation change events.
*
* @method Phaser.ScaleManager#updateOrientationState
* @private
* @param {boolean} [recheckOreientation=false] - Forcing rechecking of [in]correct orientation.
* @return {boolean} True if the orientation state changed which means a forced update is likely required.
*/
updateOrientationState: function (recheckOrientation) {
var previousOrientation = this.screenOrientation;
this.screenOrientation = Phaser.DOM.getScreenOrientation(this.compatibility.orientationFallback);
var changed = previousOrientation !== this.screenOrientation;
if (changed)
{
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
}
if (changed || recheckOrientation)
{
var wasIncorrect = this.incorrectOrientation;
var incorrectNow = (this.forceLandscape && !this.isLandscape) ||
(this.forcePortrait && !this.isPortrait);
if (wasIncorrect !== incorrectNow) {
this.incorrectOrientation = incorrectNow;
changed = true;
if (incorrectNow)
{
this.enterIncorrectOrientation.dispatch();
}
else
{
this.leaveIncorrectOrientation.dispatch();
}
}
}
return changed;
},
/**
* window.orientationchange event handler.
*
* @method Phaser.ScaleManager#orientationChange
* @private
* @param {Event} event - The orientationchange event data.
*/
orientationChange: function (event) {
this.event = event;
this.queueUpdate(true);
},
/**
* window.resize event handler.
*
* @method Phaser.ScaleManager#windowResize
* @private
* @param {Event} event - The resize event data.
*/
windowResize: function (event) {
this.event = event;
this.queueUpdate(true);
},
/**
* Scroll to the top - in some environments. See `compatibility.scrollTo`.
* @private
*/
scrollTop: function () {
var scrollTo = this.compatibility.scrollTo;
if (scrollTo)
{
window.scrollTo(scrollTo.x, scrollTo.y);
}
},
/**
* Request a refresh, which is not normally needed, based on the current mode settings.
* The refresh does not run immediately but rather is queued for subsequent game updates.
*
* @method Phaser.ScaleManager#refresh
* @public
*/
refresh: function () {
this.scrollTop();
this.queueUpdate(true);
},
/**
* Set game and/or screen (game canvas) size automatically based on the scaleMode.
* This is used internally.
*
* Do not call this to "refresh" the display, but rather use `refresh`.
*
* @method Phaser.ScaleManager#setScreenSize
* @protected
* @deprecated 2.2.0 - This method is _internal_ and may be made _private_ in the future.
*/
setScreenSize: function () {
var scaleMode = this.currentScaleMode;
if (scaleMode === Phaser.ScaleManager.RESIZE)
{
this.reflowGame();
return;
}
this.scrollTop();
if (this.compatibility.forceMinimumDocumentHeight)
{
// (This came from older code, by why is it here?)
// Set minimum height of content to new window height
document.documentElement.style.minHeight = window.innerHeight + 'px';
}
if (this.incorrectOrientation)
{
this.setMaximum();
}
else
{
if (scaleMode === Phaser.ScaleManager.EXACT_FIT)
{
this.setExactFit();
}
else if (scaleMode === Phaser.ScaleManager.SHOW_ALL)
{
if (!this.isFullScreen && !this.parentIsWindow &&
this.compatibility.showAllCanExpand)
{
// Try to expand parent out, but choosing maximizing dimensions.
// Then select minimize dimensions which should then honor parent
// maximum bound applications.
this.setShowAll(true);
this.resetCanvas();
this.setShowAll();
}
else
{
this.setShowAll();
}
}
else if (scaleMode === Phaser.ScaleManager.NO_SCALE)
{
this.width = this.game.width;
this.height = this.game.height;
}
else if (scaleMode === Phaser.ScaleManager.USER_SCALE)
{
this.width = this.game.width * this._userScaleFactor.x;
this.height = this.game.height * this._userScaleFactor.y;
}
}
this.reflowCanvas();
},
/**
* Returns the bounds of the parent.
*
* If fullscreen or without parent, this is the bounds of the screen itself.
*
* The values are rounded to the nearest pixel.
*
* @method Phaser.ScaleManager#getParentBounds
* @protected
* @param {Phaser.Rectangle} [target=(new Rectangle)] - The rectangle to update; a new one is created as needed.
*/
getParentBounds: function (target) {
var bounds = target || new Phaser.Rectangle();
var parentNode = this.game.canvas && this.game.canvas.parentNode;
if (this.isFullScreen && !this._createdFullScreenTarget)
{
bounds.setTo(0, 0, window.outerWidth, window.outerHeight);
}
else if (this.parentIsWindow || !parentNode)
{
bounds.setTo(0, 0, window.innerWidth, window.innerHeight);
}
else
{
var clientRect = parentNode.getBoundingClientRect();
bounds.setTo(clientRect.left, clientRect.top, clientRect.width, clientRect.height);
var wc = this.windowConstraints;
if (wc.right)
{
bounds.right = Math.min(bounds.right, window.innerWidth);
}
if (wc.bottom)
{
bounds.bottom = Math.min(bounds.bottom, window.innerHeight);
}
}
bounds.setTo(
Math.round(bounds.x), Math.round(bounds.y),
Math.round(bounds.width), Math.round(bounds.height));
return bounds;
},
/**
* Update the canvas position/margins - for alignment within the parent container.
*
* The canvas margins _must_ be reset/cleared prior to invoking this.
*
* @method Phaser.ScaleManager#alignCanvas
* @private
* @param {boolean} horizontal - Align horizontally?
* @param {boolean} vertical - Align vertically?
*/
alignCanvas: function (horizontal, vertical) {
var parentBounds = this.getParentBounds();
var canvas = this.game.canvas;
var margin = this.margin;
if (horizontal)
{
margin.left = margin.right = 0;
var canvasBounds = canvas.getBoundingClientRect();
if (this.width &lt; parentBounds.width && !this.incorrectOrientation)
{
var currentEdge = canvasBounds.left - parentBounds.x;
var targetEdge = (parentBounds.width / 2) - (this.width / 2);
targetEdge = Math.max(targetEdge, 0);
var offset = targetEdge - currentEdge;
margin.left = Math.round(offset);
}
canvas.style.marginLeft = margin.left + 'px';
if (margin.left !== 0)
{
margin.right = -(parentBounds.width - canvasBounds.width - margin.left);
canvas.style.marginRight = margin.right + 'px';
}
}
if (vertical)
{
margin.top = margin.bottom = 0;
var canvasBounds = canvas.getBoundingClientRect();
if (this.height &lt; parentBounds.height && !this.incorrectOrientation)
{
var currentEdge = canvasBounds.top - parentBounds.y;
var targetEdge = (parentBounds.height / 2) - (this.height / 2);
targetEdge = Math.max(targetEdge, 0);
var offset = targetEdge - currentEdge;
margin.top = Math.round(offset);
}
canvas.style.marginTop = margin.top + 'px';
if (margin.top !== 0)
{
margin.bottom = -(parentBounds.height - canvasBounds.height - margin.top);
canvas.style.marginBottom = margin.bottom + 'px';
}
}
// Silly backwards compatibility..
margin.x = margin.left;
margin.y = margin.top;
},
/**
* Updates the game dimensions and canvas based on internal state.
*
* The canvas margins may always be adjusted, even alignment is not in effect.
*
* @method Phaser.ScaleManager#reflowGame
* @private
*/
reflowGame: function ()
{
this.resetCanvas('', '');
var bounds = this.getParentBounds();
this.updateDimensions(bounds.width, bounds.height, true);
},
/**
* Updates the size/position of the canvas based on internal state.
*
* The canvas margins may always be adjusted, even alignment is not in effect.
*
* @method Phaser.ScaleManager#reflowCanvas
* @private
*/
reflowCanvas: function () {
if (!this.incorrectOrientation)
{
this.width = Phaser.Math.clamp(this.width, this.minWidth || 0, this.maxWidth || this.width);
this.height = Phaser.Math.clamp(this.height, this.minHeight || 0, this.maxHeight || this.height);
}
this.resetCanvas();
if (!this.compatibility.noMargins)
{
if (this.isFullScreen && this._createdFullScreenTarget)
{
this.alignCanvas(true, true);
}
else
{
this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically);
}
}
this.updateScalingAndBounds();
},
/**
* "Reset" the game canvas as set the specified styles directly.
* @method Phaser.ScaleManager#resetCanvas
* @private
* @param {string} [cssWidth=(current width)] - The css width to set.
* @param {string} [cssHeight=(current height)] - The css height to set.
*/
resetCanvas: function (cssWidth, cssHeight) {
if (typeof cssWidth === 'undefined') { cssWidth = this.width + 'px'; }
if (typeof cssHeight === 'undefined') { cssHeight = this.height + 'px'; }
var canvas = this.game.canvas;
if (!this.compatibility.noMargins)
{
canvas.style.marginLeft = '';
canvas.style.marginTop = '';
canvas.style.marginRight = '';
canvas.style.marginBottom = '';
}
canvas.style.width = cssWidth;
canvas.style.height = cssHeight;
},
/**
* Queues/marks a size/bounds check as needing to occur (from `preUpdate`).
* @method Phaser.ScaleManager#queueUpdate
* @private
* @param {boolean} force - If true resets the parent bounds to ensure the check is dirty.
*/
queueUpdate: function (force) {
if (force)
{
this._parentBounds.width = 0;
this._parentBounds.height = 0;
}
this._updateThrottle = this._updateThrottleReset;
},
/**
* Reset internal data/state.
*
* @method Phaser.ScaleManager#reset
* @private
*/
reset: function (clearWorld) {
if (clearWorld)
{
this.grid.reset();
}
},
/**
* Updates the width/height to that of the window.
*
* @method Phaser.ScaleManager#setMaximum
* @private
*/
setMaximum: function () {
this.width = window.innerWidth;
this.height = window.innerHeight;
},
/**
* Updates the width/height such that the game is scaled proportionally.
*
* @method Phaser.ScaleManager#setShowAll
* @private
* @param {boolean} expanding - If true then the maximizing dimension is chosen.
*/
setShowAll: function (expanding) {
var bounds = this.getParentBounds();
var width = bounds.width;
var height = bounds.height;
var multiplier;
if (expanding)
{
multiplier = Math.max((height / this.game.height), (width / this.game.width));
}
else
{
multiplier = Math.min((height / this.game.height), (width / this.game.width));
}
this.width = Math.round(this.game.width * multiplier);
this.height = Math.round(this.game.height * multiplier);
},
/**
* Updates the width/height such that the game is stretched to the available size.
* Honors `maxWidth` and `maxHeight` when _not_ in fullscreen.
*
* @method Phaser.ScaleManager#setExactFit
* @private
*/
setExactFit: function () {
var bounds = this.getParentBounds();
this.width = bounds.width;
this.height = bounds.height;
if (this.isFullScreen)
{
// Max/min not honored fullscreen
return;
}
if (this.maxWidth)
{
this.width = Math.min(this.width, this.maxWidth);
}
if (this.maxHeight)
{
this.height = Math.min(this.height, this.maxHeight);
}
},
/**
* Start the browser's fullscreen mode - this _must_ be called from a user input Pointer or Mouse event.
*
* The Fullscreen API must be supported by the browser for this to work. It is not the same as setting the game size to fill the browser window.
* See `compatibility.supportsFullScreen` to check if the current device appears to support fullscreen mode.
*
* The `fullScreenFailed` signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API.
*
* @method Phaser.ScaleManager#startFullScreen
* @public
* @param {boolean} [antialias] - Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode.
* @param {boolean} [allowTrampoline=undefined] - Internal argument. If false click trampolining is suppressed.
* @return {boolean} Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.)
*/
startFullScreen: function (antialias, allowTrampoline) {
if (this.isFullScreen)
{
return false;
}
if (!this.compatibility.supportsFullScreen)
{
// Error is called in timeout to emulate the real fullscreenerror event better
var _this = this;
setTimeout(function () {
_this.fullScreenError();
}, 10);
return;
}
// IE11 clicks trigger MSPointer which is not the mousePointer
var input = this.game.input;
if (input.activePointer !== input.mousePointer &&
(allowTrampoline || allowTrampoline !== false))
{
input.activePointer.addClickTrampoline(
"startFullScreen", this.startFullScreen, this, [antialias, false]);
return;
}
if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS)
{
this.game.stage.smoothed = antialias;
}
var fsTarget = this.fullScreenTarget;
if (!fsTarget)
{
this.cleanupCreatedTarget();
this._createdFullScreenTarget = this.createFullScreenTarget();
fsTarget = this._createdFullScreenTarget;
// Move the game canvas inside of the target and add the target to the DOM
// (The target has to be added for the Fullscreen API to work.)
var canvas = this.game.canvas;
var parent = canvas.parentNode;
parent.insertBefore(fsTarget, canvas);
fsTarget.appendChild(canvas);
}
if (this.game.device.fullscreenKeyboard)
{
fsTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);
}
else
{
fsTarget[this.game.device.requestFullscreen]();
}
return true;
},
/**
* Stops fullscreen mode, if active.
*
* @method Phaser.ScaleManager#stopFullScreen
* @public
* @return {boolean} Returns true if the browser supports fullscreen mode and fullscreen mode will be exited.
*/
stopFullScreen: function () {
if (!this.isFullScreen || !this.compatibility.supportsFullScreen)
{
return false;
}
document[this.game.device.cancelFullscreen]();
return true;
},
/**
* Cleans up the previous fullscreen target, if such was automatically created.
* This ensures the canvas is restored to its former parent, assuming the target didn't move.
* @private
*/
cleanupCreatedTarget: function () {
var fsTarget = this._createdFullScreenTarget;
if (fsTarget && fsTarget.parentNode)
{
// Make sure to cleanup synthetic target for sure;
// swap the canvas back to the parent.
var parent = fsTarget.parentNode;
parent.insertBefore(this.game.canvas, fsTarget);
parent.removeChild(fsTarget);
}
this._createdFullScreenTarget = null;
},
/**
* Used to prepare/restore extra fullscreen mode settings.
* (This does move any elements within the DOM tree.)
*
* @method Phaser.ScaleManager#prepScreenMode
* @private
* @param {boolean} enteringFullscreen - True if _entering_ fullscreen, false if _leaving_.
*/
prepScreenMode: function (enteringFullscreen) {
var createdTarget = !!this._createdFullScreenTarget;
var fsTarget = this._createdFullScreenTarget || this.fullScreenTarget;
if (enteringFullscreen)
{
if (createdTarget || this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)
{
// Resize target, as long as it's not the canvas
if (fsTarget !== this.game.canvas)
{
this._fullScreenRestore = {
targetWidth: fsTarget.style.width,
targetHeight: fsTarget.style.height
};
fsTarget.style.width = '100%';
fsTarget.style.height = '100%';
}
}
}
else
{
// Have restore information
if (this._fullScreenRestore)
{
fsTarget.style.width = this._fullScreenRestore.targetWidth;
fsTarget.style.height = this._fullScreenRestore.targetHeight;
this._fullScreenRestore = null;
}
// Always reset to game size
this.updateDimensions(this._gameSize.width, this._gameSize.height, true);
this.resetCanvas();
}
},
/**
* Called automatically when the browser enters of leaves fullscreen mode.
*
* @method Phaser.ScaleManager#fullScreenChange
* @protected
* @param {Event} [event=undefined] - The fullscreenchange event
*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
this.prepScreenMode(true);
this.setScreenSize();
this.queueUpdate(true);
this.enterFullScreen.dispatch(this.width, this.height);
}
else
{
this.prepScreenMode(false);
this.cleanupCreatedTarget();
this.setScreenSize();
this.queueUpdate(true);
this.leaveFullScreen.dispatch(this.width, this.height);
}
},
/**
* Called automatically when the browser fullscreen request fails;
* or called when a fullscreen request is made on a device for which it is not supported.
*
* @method Phaser.ScaleManager#fullScreenError
* @protected
* @param {Event} [event=undefined] - The fullscreenerror event; undefined if invoked on a device that does not support the Fullscreen API.
*/
fullScreenError: function (event) {
this.event = event;
this.cleanupCreatedTarget();
console.warn('Phaser.ScaleManager: requestFullscreen failed or device does not support the Fullscreen API');
this.fullScreenFailed.dispatch();
},
/**
* A cross-browser element.getBoundingClientRect method with optional cushion.
*
* Returns a plain object containing the properties `top/bottom/left/right/width/height` with respect to the top-left corner of the current viewport.
* Its properties match the native rectangle.
* The cushion parameter is an amount of pixels (+/-) to cushion the element.
* It adjusts the measurements such that it is possible to detect when an element is near the viewport.
*
* @method Phaser.ScaleManager#elementBounds
* @protected
* @param {DOMElement|Object} [element=(game canvas)] - The element or stack (uses first item) to get the bounds for. If none given it defaults to the Phaser game canvas.
* @param {number} [cushion] - A +/- pixel adjustment amount.
* @return {Object|boolean} A plain object containing the properties `top/bottom/left/right/width/height` or `false` if a non-valid element is given.
* @see {@link Phaser.DOM.getBounds}
*/
elementBounds: function (element, cushion) {
if (typeof element === 'undefined') { element = this.game.canvas; }
return Phaser.DOM.getBounds(element, cushion);
},
/**
* Get the viewport aspect ratio (or the aspect ratio of an object or element)
* @link http://w3.org/TR/css3-mediaqueries/#orientation
*
* @method Phaser.ScaleManager#aspect
* @protected
* @param {(DOMElement|Object)} [object=(viewport)] - Optional object. Must have public `width` and `height` properties or methods.
* @return {number} The aspect ratio.
* @see {@link Phaser.DOM.getAspectRatio}
*/
aspect: function (object) {
return Phaser.DOM.getAspectRatio(object);
},
/**
* Takes a Sprite or Image object and scales it to fit the given dimensions.
* Scaling happens proportionally without distortion to the sprites texture.
* The letterBox parameter controls if scaling will produce a letter-box effect or zoom the
* sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either
* the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite.
*
* @method Phaser.ScaleManager#scaleSprite
* @protected
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite we want to scale.
* @param {integer} [width] - The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width.
* @param {integer} [height] - The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height.
* @param {boolean} [letterBox=false] - True if we want the `fitted` mode. Otherwise, the function uses the `zoom` mode.
* @return {Phaser.Sprite|Phaser.Image} The scaled sprite.
*/
scaleSprite: function (sprite, width, height, letterBox) {
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
if (typeof letterBox === 'undefined') { letterBox = false; }
sprite.scale.set(1);
if ((sprite.width &lt;= 0) || (sprite.height &lt;= 0) || (width &lt;= 0) || (height &lt;= 0))
{
return sprite;
}
var scaleX1 = width;
var scaleY1 = (sprite.height * width) / sprite.width;
var scaleX2 = (sprite.width * height) / sprite.height;
var scaleY2 = height;
var scaleOnWidth = (scaleX2 > width);
if (scaleOnWidth)
{
scaleOnWidth = letterBox;
}
else
{
scaleOnWidth = !letterBox;
}
if (scaleOnWidth)
{
sprite.width = Math.floor(scaleX1);
sprite.height = Math.floor(scaleY1);
}
else
{
sprite.width = Math.floor(scaleX2);
sprite.height = Math.floor(scaleY2);
}
// Enable at some point?
// sprite.x = Math.floor((width - sprite.width) / 2);
// sprite.y = Math.floor((height - sprite.height) / 2);
return sprite;
},
/**
* Destroys the ScaleManager and removes any event listeners.
* This should probably only be called when the game is destroyed.
*
* @method destroy
* @protected
*/
destroy: function () {
this.game.onResume.remove(this._gameResumed, this);
window.removeEventListener('orientationchange', this._orientationChange, false);
window.removeEventListener('resize', this._windowResize, false);
if (this.compatibility.supportsFullScreen)
{
document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false);
document.removeEventListener('MSFullscreenChange', this._fullScreenChange, false);
document.removeEventListener('fullscreenchange', this._fullScreenChange, false);
document.removeEventListener('webkitfullscreenerror', this._fullScreenError, false);
document.removeEventListener('mozfullscreenerror', this._fullScreenError, false);
document.removeEventListener('MSFullscreenError', this._fullScreenError, false);
document.removeEventListener('fullscreenerror', this._fullScreenError, false);
}
}
};
Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;
/**
* window.resize event handler.
* @method checkResize
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.2.0 - Internal. _Do not use_
*/
Phaser.ScaleManager.prototype.checkResize = Phaser.ScaleManager.prototype.windowResize;
/**
* window.orientationchange event handler.
* @method checkOrientation
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.2.0 - Internal. _Do not use_
*/
Phaser.ScaleManager.prototype.checkOrientation = Phaser.ScaleManager.prototype.orientationChange;
/**
* Updates the size/position of the canvas based on internal state.
* @method setSize
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.2.0 - Internal. Use `refresh` if needed.
*/
Phaser.ScaleManager.prototype.setSize = Phaser.ScaleManager.prototype.reflowCanvas;
/**
* Checks if the browser is in the correct orientation for the game, dependent upon `forceLandscape` and `forcePortrait`, and updates the state.
*
* The appropriate event is dispatched if the orientation became valid or invalid.
*
* @method checkOrientationState
* @memberof Phaser.ScaleManager
* @protected
* @return {boolean} True if the orientation state changed (consider a refresh)
* @deprecated 2.2.0 - This is only for backward compatibility of user code.
*/
Phaser.ScaleManager.prototype.checkOrientationState = function () {
var changed = this.updateOrientationState();
if (changed)
{
this.refresh();
}
return changed;
};
/**
* The scaling method used by the ScaleManager.
*
* See {@link Phaser.ScaleManager.NO_SCALE}, {@link Phaser.ScaleManager.EXACT_FIT}, {@link Phaser.ScaleManager.SHOW_ALL}, {@link Phaser.ScaleManager.RESIZE}, {@link Phaser.ScaleManager.USER_SCALE}
*
* @name Phaser.ScaleManager#scaleMode
* @property {number} scaleMode
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "scaleMode", {
get: function () {
return this._scaleMode;
},
set: function (value) {
if (value !== this._scaleMode)
{
if (!this.isFullScreen)
{
this.updateDimensions(this._gameSize.width, this._gameSize.height, true);
this.queueUpdate(true);
}
this._scaleMode = value;
}
return this._scaleMode;
}
});
/**
* The scaling method used by the ScaleManager when in fullscreen.
*
* @name Phaser.ScaleManager#fullScreenScaleMode
* @property {number} fullScreenScaleMode
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "fullScreenScaleMode", {
get: function () {
return this._fullScreenScaleMode;
},
set: function (value) {
if (value !== this._fullScreenScaleMode)
{
// If in fullscreen then need a wee bit more work
if (this.isFullScreen)
{
this.prepScreenMode(false);
this._fullScreenScaleMode = value;
this.prepScreenMode(true);
this.queueUpdate(true);
}
else
{
this._fullScreenScaleMode = value;
}
}
return this._fullScreenScaleMode;
}
});
/**
* Returns the current scale mode - for normal or fullscreen operation.
*
* @name Phaser.ScaleManager#currentScaleMode
* @property {number} currentScaleMode
* @protected
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "currentScaleMode", {
get: function () {
return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode;
}
});
/**
* If true then the game canvas will be horizontally-aligned _in the parent container_.
*
* To align across the page the game canvas should be added directly to page;
* or the parent container should itself be aligned.
*
* This is not applicable for the `RESIZE` scaling mode.
*
* @name Phaser.ScaleManager#pageAlignHorizontally
* @property {boolean} pageAlignHorizontally
* @default false
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignHorizontally", {
get: function () {
return this._pageAlignHorizontally;
},
set: function (value) {
if (value !== this._pageAlignHorizontally)
{
this._pageAlignHorizontally = value;
this.queueUpdate(true);
}
}
});
/**
* If true then the game canvas will be vertically-aligned _in the parent container_.
*
* To align across the page the game canvas should be added directly to page;
* or the parent container should itself be aligned.
*
* This is not applicable for the `RESIZE` scaling mode.
*
* @name Phaser.ScaleManager#pageAlignVertically
* @property {boolean} pageAlignVertically
* @default false
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignVertically", {
get: function () {
return this._pageAlignVertically;
},
set: function (value) {
if (value !== this._pageAlignVertically)
{
this._pageAlignVertically = value;
this.queueUpdate(true);
}
}
});
/**
* Returns true if the browser is in fullscreen mode, otherwise false.
* @name Phaser.ScaleManager#isFullScreen
* @property {boolean} isFullScreen
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", {
get: function () {
return !!(document['fullscreenElement'] ||
document['webkitFullscreenElement'] ||
document['mozFullScreenElement'] ||
document['msFullscreenElement']);
}
});
/**
* Returns true if the browser dimensions match a portrait display.
* @name Phaser.ScaleManager#isPortrait
* @property {boolean} isPortrait
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
get: function () {
return this.classifyOrientation(this.screenOrientation) === 'portrait';
}
});
/**
* Returns true if the browser dimensions match a landscape display.
* @name Phaser.ScaleManager#isLandscape
* @property {boolean} isLandscape
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
get: function () {
return this.classifyOrientation(this.screenOrientation) === 'landscape';
}
});
/**
* The _last known_ orientation value of the game. A value of 90 is landscape and 0 is portrait.
* @property {number} orientation
* @readonly
* @deprecated 2.2.0 - Use `ScaleManager.screenOrientation` instead.
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "orientation", {
get: function ()
{
return (this.classifyOrientation(this.screenOrientation) === 'portrait' ? 0 : 90);
}
});
</pre>
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